The problem is...my mesh is already split up into pieces when i was
starting to weight them. The full body mesh doesn't exist anymore, the
hidden faces are already gone. :X
Also I tried duplicating all the geometry and merging it together while
trying to preserve the existing weighting so I could continue working on
it and then GATOR the weights back to the seperated geo later, but
merging the geo together even while transferring all attributes seemed
to remove the weighting from the character entirely...
I'm wondering if I should just bite the bullet and paint the weights
manually at this point via numerical input. It's a pain, but right now I
don't know of any other method that wouldn't be overly troublesome,
short of modeling the hidden polys again and combining them back into
the body mesh. The lack of ability to mirror weights on the head is
going to be a real pain to get the rig to behave symmetrically though.
Hopefully the paint tools get an update eventually for this sort of
thing...I never even knew painting across multiple meshes was an issue,
no wonder it's recommend to model unibody in XSI. Oh well, something new
every day! :P
Thanks for the advice all!
Yours sincerely,
Siew Yi Liang
On 2/17/2014 3:14 AM, Greg Maguire wrote:
This is my preferred method too. ILM had a really cool concept I'd
like to see in Soft. Instead of painting with the radius of a circle,
make the brush three dimensional like a ball. Wings can be tricky, I
generally chop the top or bottom part of a wing off and Gator
everything. However a 3D ball would remove that need.
On Mon, Feb 17, 2014 at 11:08 AM, Mirko Jankovic
<[email protected] <mailto:[email protected]>> wrote:
You dont even have to merge them, gator will manage just fine for
example:
paint weigh on full body mesh
duplicate body mesh and delete all non seen polys, you dont need
them, but you can jstu skip this and just keep full body mesh if
you dont mind having not seen polygons, maybe even better if cloth
materials have sometranslucency
then GATOR shirt, pants.. any other cloth or prop object.
It iwill follow full body mehsh just fine
Tweak here or there if needed but in mosta case it works pretty fine
On Mon, Feb 17, 2014 at 11:43 AM, Peter Agg
<[email protected] <mailto:[email protected]>> wrote:
Yep, I do as Mirko does for this stuff, the envelope tools are
fairly limited for a lot of this fiddly kind of things.
If you're merging existing geo together make sure everything
is welded - Polygon Islands are a pain to deal with as well.
Ideally you want some kind of single mesh body-glove for the
'master' envelope.
On 17 February 2014 10:34, Mirko Jankovic
<[email protected] <mailto:[email protected]>>
wrote:
Not sure how others deal with it but when having character
that will have cltoth weighted and simulated I like to
have an mesh with full body, and then 2nd mesh with only
visible parts, hands, neck, head etc...
Then painting weights on full body mesh only, GATOR-ing
everything else and then for animationa nd everything els
using only cloth and partialy bodu mesh, and full body
mesh is left out of model not used for anything esle but
for painting and GATOR-ing weights to all other meshes on
characters.
On Mon, Feb 17, 2014 at 11:30 AM, Siew Yi Liang
<[email protected] <mailto:[email protected]>> wrote:
Hi all, sorry for another silly question, but I've
just spent the better part of 3 hours trying to find a
solution: is there actually a way in XSI to paint
across multiple envelopes at the same time, assuming
they have the same deformer influences? I've been
searching around for a way to do so but it doesn't
seem like I can, and the best I can hope for is to
GATOR over the points I want?
The problem is that I have a character split up into
several parts, so weighting the areas where neck meets
shirt, torso meets pants etc. is a little annoying
when I can't paint across them seamlessly. I've
actually never had to deal with this before in XSI, so
I have no idea if this is actually possible?
Additionally, when trying to create a symmetry mapping
template for a certain geometry, I'm getting:
Application.CreateSymmetryMappingTemplate("", "", "", "")
# ERROR : 2057-GetSkeleton - Input object is not a
skeleton object - [line 492 in C:\Program
Files\Autodesk\Softimage 2013
SP1\Application\DSScripts\enveloping.vbs]
The deformers affecting it are just implicit bones, so
I'm not sure what exactly the error is referring to -
I tried manually creating the symmetry template myself
and mirroring the weights, but nothing happened. No
error message appeared, but the weights didn't mirror
either.
The scene file is available at: http://1drv.ms/1cfWE34
, I'd really appreciate it if anyone has run into this
situation before and could spare a few minutes to take
a quick look! The head geometry is the one giving
problems (I thought it might have had something to do
with the ICE facial rig, but I froze those operators
and tried doing the symmetry template again and it
still gave the same issue...)
--
Yours sincerely,
Siew Yi Liang
--
*Greg Maguire* | Inlifesize
Mobile: +44 7512 361462 | Phone: +44 2890 204739
[email protected] <mailto:[email protected]> | www.inlifesize.com
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